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[example] Writing into the depth buffer (#2836)
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* Add a depth buffer example.

* Fixed a typo
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BugraAS authored Jan 1, 2023
1 parent 30b7570 commit 3cfb9a6
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3 changes: 2 additions & 1 deletion examples/Makefile
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Expand Up @@ -520,7 +520,8 @@ SHADERS = \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth

AUDIO = \
audio/audio_module_playing \
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15 changes: 15 additions & 0 deletions examples/shaders/resources/shaders/glsl100/write_depth.fs
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#version 100
#extension GL_EXT_frag_depth : enable
precision mediump float; // Precision required for OpenGL ES2 (WebGL)

varying vec2 fragTexCoord;
varying vec4 fragColor;

uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
}
13 changes: 13 additions & 0 deletions examples/shaders/resources/shaders/glsl330/write_depth.fs
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#version 330

in vec2 fragTexCoord;
in vec4 fragColor;

uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepth = 1.0 - gl_FragCoord.z;
}
149 changes: 149 additions & 0 deletions examples/shaders/shaders_write_depth.c
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/*******************************************************************************************
*
* raylib [core] example - Basic window
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022 Buğra Alptekin Sarı (@BugraAlptekinSari)
*
********************************************************************************************/

#include "raylib.h"
#include "rlgl.h"

#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Customized render texture function to create a writable render buffer
RenderTexture2D LoadRenderTextureMOD(int width, int height)
{
RenderTexture2D target = { 0 };

target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer

if (target.id > 0)
{
rlEnableFramebuffer(target.id);

// Create color texture (default to RGBA)
target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
target.texture.width = width;
target.texture.height = height;
target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
target.texture.mipmaps = 1;

// Create depth rendertexture
target.depth.id = rlLoadTextureDepth(width, height, false);
target.depth.width = width;
target.depth.height = height;
target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
target.depth.mipmaps = 1;

// Attach color texture and depth renderbuffer/texture to FBO
rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);

// Check if fbo is complete with attachments (valid)
if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);

rlDisableFramebuffer();
}
else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");

return target;
}

// Unload render texture from GPU memory (VRAM)
void UnloadRenderTextureMOD(RenderTexture2D target)
{
if (target.id > 0)
{
// Color texture attached to FBO is deleted
rlUnloadTexture(target.texture.id);
rlUnloadTexture(target.depth.id);

// NOTE: Depth texture/renderbuffer is automatically
// queried and deleted before deleting framebuffer
rlUnloadFramebuffer(target.id);
}
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;

InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");

// The shader inverst the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));

//Use Customized function to create writable depth buffer
RenderTexture2D target = LoadRenderTextureMOD(screenWidth, screenHeight);

Camera camera = { // Define the camera to look into our 3d world
.position = (Vector3){ 2.0f, 2.0f, 3.0f }, // Camera position
.target = (Vector3){ 0.0f, 0.5f, 0.0f }, // Camera looking at point
.up = (Vector3){ 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
.fovy = 45.0f, // Camera field-of-view Y
.projection = CAMERA_PERSPECTIVE // Camera mode type
};
SetCameraMode(camera, CAMERA_ORBITAL);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------

// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
// Draw
//----------------------------------------------------------------------------------
// Draw FBO
BeginTextureMode(target);
ClearBackground(WHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawCubeWiresV((Vector3) { 0.0f, 0.5f, 1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, RED);
DrawCubeV((Vector3) { 0.0f, 0.5f, 1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, PURPLE);
DrawCubeWiresV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, DARKGREEN);
DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3) { 1.0f, 1.0f, 1.0f }, YELLOW);
DrawGrid(10, 1.0f);
EndShaderMode();
EndMode3D();
EndTextureMode();

// Draw Screen
BeginDrawing();

ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(0, 0);

EndDrawing();
//----------------------------------------------------------------------------------
}

// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTextureMOD(target);
UnloadShader(shader);

CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

return 0;
}

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